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Shuji Kondo FAQ

by Bill Wood

=======================================================
FIRE PRO WRESTLING RETURNS CHARACTER GUIDE: SHUJI KONDO
=======================================================
for Sony PlayStation 2 (U.S.)
Version 1.0
by Bill Wood ([email protected])
Last modified: 12/12/07

Fire Pro Wrestling Returns (c) 2005 Spike (c) 2007 Agetec

NOTE: This guide views and prints best with a monospace typeface.
ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVWXYZAAAAAAAAAAAAAAAAAAAAAA

===================
==VERSION HISTORY==
===================

1.0 - Initial release of the guide.

=====================
==TABLE OF CONTENTS==
=====================

SECTION 1: HISTORY OF SHUJI KONDO
SECTION 2: SKILL AND PARAMETER STATS
SECTION 3: MOVELIST
SECTION 4: STRATEGY
SECTION 5: CLOSING

=====================================
==SECTION 1: HISTORY OF SHUJI KONDO==
=====================================

Shuji Kondo was a rugby player for seven years before entering the world
of pro wrestling via the Toryumon 2000 promotion. Shortly thereafter he
joined Milano Collection A.T.'s "Italian Connection" heel stable, along
with YOSSINO, brother YASSINI, Bakery Yagi and Berlinetta Heel.

Kondo would later go on to form another Toryumon heel stable, known as
Hagure Gundam (Stray Army), which found great success. He then left the
promotion to join TARU's Voodoo Murders stable in All Japan Pro Wrestling.
He would soon hold the All-Asia Tag Team Titles and defeat the legendary
TAKA Michinoku for the AJPW World Junior Heavyweight Championship.

Shuji Kondo later signed on with the newly-formed El Dorado (formerly
"dragondoor") promotion, rejoining many of his former Toryumon colleagues
while becoming the company's top star. There he led the Sukiyaki stable
along with his old ally, Milano Collection A.T.

Although he is a junior wrestler, Shuji Kondo is apparently influenced by
many of the big-name American wrestling superstars. The tassels on his
leggings are inspired by the Ultimate Warrior, and he also pays homage to
Goldberg with the Spear, the Gorilla Press Slam, and the Jackhammer.

========================================
==SECTION 2: SKILL AND PARAMETER STATS==
========================================

SKILL
-----
Real Name....................Shuji Kondo
FPR Name......................Yuji Sendo
Promotion......................El Dorado*
FPR Promotion................Olive Japan
FPR Faction.................Budo Madness
Size...............................Small
Class..............................Heavy
Height............................173 cm
Weight............................100 kg
Gender..............................Male
Birthdate.......................3/2/1978
Country............................Japan
Rank...................................C
Charisma...............................E
Stance.............................Power
Fight Style........................Power
Return.............................Power
Critical........................Finisher
Special.............................None
Recovery...................Medium (Good)
Recovery (when bleeding)............Slow
Breathing.........................Normal
Breathing (when bleeding)..........Below
Spirit............................Medium
Spirit (when bleeding)..............Poor
Neck Endurance....................Medium
Arm Endurance.....................Medium
Back Endurance....................Medium
Leg Endurance.....................Medium
Movement Speed....................Medium
Up and Down Speed.................Medium
Ascent Style......................Enable
Favorite Weapon....................Chair

* = This promotion does not exist in FPR by default and will need to be
    created. If you're not creating El Dorado in FPR, leaving Kondo in
    All Japan as part of the Voodoo Murders stable will suffice.

PARAMETER - OFFENSE     PARAMETER - DEFENSE
-------------------     -------------------
Punch.............5     Punch.............4
Kick..............2     Kick..............4
Throw.............5     Throw.............3
Joint.............3     Joint.............3
Stretch...........6     Stretch...........3
Power.............6     Flying............6
Agility...........6     Body..............4
Arm...............6     Lariat............5
Technical.........4     Technical.........3
Rough.............7     Rough.............6
MMA Overall.......2     MMA Overall.......2
Entertain.........1     Entertain.........6
-------------------     -------------------
OFF. SUB-TOTAL...53     DEF. SUB-TOTAL...49

TOTAL SKILL POINTS (on a scale from 0-380): 114

=======================
==SECTION 3: MOVELIST==
=======================

Specialty moves are marked with [S]. Finisher is marked with [F].

KEY:

([]) = Square button
(X)  = X button
(O)  = Circle button

STRIKES
-------
Standing ([])...............................Chest Slap
Standing (X)................................Thigh Kick
Standing (O) + d-pad...................Football Tackle
Standing (O)...........................Striking Lariat
Standing ([]) + (X)..............................Spear
Running ([])...........................Football Tackle
Running (X)............................STRIKING LARIAT [S]
Running (O)......................................SPEAR [S]
Running Counter ([])....................Back Body Drop
Running Counter (X)................TWISTED SPINEBUSTER [S]
Running Counter (O)..........................Powerslam
Running to corner...............................Lariat
Co-op Irish whip to corner......................Lariat
Corner-to-center attack.......................RANSALSE [S]

GRAPPLES
--------
Grapple ([]).......................Elbow Stomp to Neck
Grapple ([]) + Up............................Body Slam
Grapple ([]) + Left/Right....................Face Claw
Grapple ([]) + Down........................Hammer Blow
Grapple (X).........................F Drop Liftup Slam
Grapple (X) + Up..................Striking Brainbuster 
Grapple (X) + Left/Right...................Side Buster
Grapple (X) + Down.....................Stomach Crusher
Grapple (O)...................................Bear Hug
Grapple (O) + Up..................Canadian Backbreaker
Grapple (O) + Left/Right.........Can. Backbreaker Drop
Grapple (O) + Down........................Vertical DDT
Grapple ([]) + (X)..........................Jackhammer
Back Grapple ([])...........................Neck Smash
Back Grapple (X)................High Angle Atomic Drop
Back Grapple (O)...........................Cobra Twist
Back Grapple (O) + Up/Down...............German Suplex
Back Grapple (O) + Left/Right......Roll. German Suplex
Back Grapple ([]) + (X)............Sheer Drop Rev. DDT
Back Grapple Counter ([])...................Elbow Bunt
Back Grapple Counter (X)........................Rumble

OPPONENT DOWN MOVES
-------------------
Opponent Face Up at Head (X)......Both Hands-Press Pin
Opponent Face Up at Head (O).................Chin Lock
Opponent Face Up at Feet (X)............GORILLA CLUTCH [F]
Opponent Face Up at Feet (O)...........Stretch Muffler
Opponent Face Down at Head (X).................Pinfall
Opponent Face Down at Head (O).........Stomping (Back)
Opponent Face Down at Feet (X)..............Ankle Hold
Opponent Face Down at Feet (O)....Foothold Kneebreaker
Running at Downed Opponent (O)..........Flashing Elbow

MOUNT MOVES
-----------
Guard Attack ([])........................Knuckle Arrow
Guard Attack (X)............................X Arm Hold
Guard Attack (O)............................Ankle Hold
Guard Counter...........................Front Necklock
Mount Attack ([]).......................Face Knee Lift
Mount Attack (X)........................Front Necklock
Mount Attack (O).....................Double Arm Suplex
Mount Counter..........................Waterwheel Drop
Back Mount Attack ([])...................Knuckle Arrow
Back Mount Attack (X)....................Belly-to-Back
Back Mount Attack (O)................Reverse Powerbomb
Back Mount Counter................Rev. Cross Knee Hold

POST AND APRON MOVES
--------------------
Post ([])............................Diving Elbow Drop
Post (X).............................Diving Body Press
Post (O)..................................Sledgehammer
Post ([]) + (X)...................Dive Shoulder Attack
Running Dive ([]).................................none
Running Dive (X)..................................none
Corner Grapple (O) + Up................Aval. Powerbomb
Corner Grapple (O) + Left/Right........Corner Shoulder
Corner Grapple (O) + Down...........Corner Backbreaker
Corner Counter [F]............................Headbutt
Corner Counter [B]...........................Fall Back
Inside Apron.......................Brainbuster to ring
Outside Apron.................................Headbutt
Run to outside............................Suicide Dive
Dive out ring.............................Sledgehammer
Dive in ring......................................none
Cage Dive.........................................none

DOUBLE AND TRIPLE TEAM MOVES
----------------------------
Front Double Team...................Sandwich Enzuigiri
Back Double Team.......................Double Backdrop
Corner Double Team................Bomb Neck Drop Combo
Front Triple Team...................Triple Hammer Blow
Back Triple Team....................Triple Hammer Blow
Corner Triple Team................Triple Corner Attack

PERFORMANCE
-----------
Entry Performance.....................Hands High Raise
Analog Stick Left.....................Hands High Raise
Analog Stick Right.........................Animal Pose
Analog Stick Up............................Hands Cross
Analog Stick Down....................Cracking Knuckles

=======================
==SECTION 4: STRATEGY==
=======================

GENERAL STRATEGY
You can think of Shuji Kondo as a miniature version of Goldberg, and that
isn't meant as an insult. He combines the raw power of the American
heavyweight with the technical expertise of many of his contemporaries to
create a unique and exciting style. He's at a definite advantage over many
of his junior-sized peers who like to take off flying (and from what I've
seen of Kondo no-selling huracanranas, I'd give him an 8 or 9 in that
defensive category instead of a 6), but may run into trouble against pure
"technicians" who favor submissions, joint holds and stretches in favor of
an all-out brawl.

As with most power-based wrestlers, your path to success with Shuji Kondo
lies in working your way up to the Strong Grapple category as quickly as
possible, where you can unload some of his most devastating techniques. At
the same time, you're going to want to set the opponent up for a few
running strikes to wear them down quickly.

One last thing; although Shuji Kondo is technically a junior, he is
classified in Fire Pro as a heavyweight, which may cause problems if you
want him to compete for your Junior Heavyweight title!

STRIKES
When it comes to striking with Kondo, you're definitely going to want to
focus on punches instead of kicks, although this basically equates to
choosing a Chest Slap over a Thigh Kick. Interestingly enough, three of
his standing strikes -- the Football Tackle, Striking Lariat and Spear --
are best performed on a standing dazed opponent. For that reason alone it
may be best to forgo striking altogether until much later in the match,
and even then you'll have better options at your disposal.

The aforementioned options are Kondo's running strikes, as he has two
Specials in this category (another Striking Lariat and another Spear). For
this reason alone, it's better to take off running when your opponent is
standing dazed. Also, Irish whipping into a Twisted Spinebuster is never a
bad idea.

It's also important to remember Shuji's trademark corner-to-center attack,
the Ransalse. Any time you have the opponent down on the mat in the center
of the ring, you should be thinking about positioning yourself for this
attack, which is another of Kondo's Specials.

GRAPPLES
If you're sticking primarily to the junior division, Shuji Kondo's grapple
set is going to pose some serious problems for whoever he's up against.
Most juniors are ill-equipped defensively to absorb Kondo's power-based
arsenal of body presses, as well as the crushing power of his lariat
attacks. If you reach the point where you can attempt his Strong Grapples
without fear of a reversal, you're going to have your adversary on the
ropes in no time flat.

Kondo's finisher, the Gorilla Clutch, is amazingly simple to set up, you
can easily transition to it from a basic Body Slam. Because of this, it is
possible to nail a quick "Critical!" with a little bit of luck, although
there's really no need unless you find yourself losing a lot of grapples
early in the match. Better to save it for the end.

======================
==SECTION 5: CLOSING==
======================
In closing, I would like to thank Jason Blackhart for statistical
information and Dave Fairbairn for moveset clarification.

Fire Pro Wrestling Returns Character Guide: Shuji Kondo
(c)2007 Bill Wood